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Royale Sisters: Five Sisters Under Fire Update (Change the Shop)

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Booting up Sister Royale: Five Sisters Under Fire first of all, we could not fully see everything about it. The only thing we had to go to was the name, the great cover art, and the realization that it was a shmup of some kind. We hoped for what we would expect. When we look at the & # 39; s maker & # 39; and the naming convention, we felt very confident that this might be something Touhou a game. As of the writing of this article, no official Touhou shmup has ever been to the Nintendo Switch (despite being made by fans Azure References), so we were pleased to see that this game could offer something similar to the owners of Nintendo Switch.

From the main menu, the game starts with a solid first impression. The menu looks fantastic and fun, the music sounds exciting and the basics of choice can be found. Immediately, before even starting the first phase, this review reviewed the "Options" tab and started looking. It all came out promising! There were adjustments to control functionality, screen rotation, chat handicap, and a second "maniac" submenu where the player could adjust features of a character-size game The inclusion of this type is often a good indication that the developer has some idea of ​​what shmup players want and do not keep just by getting a cheaper product. There is a mode to perform the operation as well. So far the best.

On the character selection screen, the player can select from five different opponents: Sonay, Selma, Ece, Nur and Lale. On the chosen screen, these characters look very different from each other, which we appreciate. In summary then, until uploading to Phase 1, the game presented itself well. But then the gameplay started …

Surprisingly, instead of flying in the air, as in the game of Touhou, the player's character skates around the ground, Guwange style. In addition, instead of having a standard focus and a soft button like in Touhou, each character has a different attack of different quality. At the time of the review, we played a lot of character descriptions of each of the difficulties and difficulties, and even though there was no way the game was done, it seemed that the other characters face better than others because of their unique attacks. In our experience, the two most notable characters – and the ones we recommend playing at the beginning – are Sonay and Selma.

Sonay is the default character, and it's easy to understand why. Although the nearly identical shot shows that he is an advanced style character to use, his unique attacks may have made him a solid character in the game (survival, at least). His unique attack on a dog or active dragon (hard to tell) is that it actually allows the player to chew the whole game while in focused movement. Shot-switching is less demanding, or in hard mode. Her second sister, though very difficult to use, is interesting and a favorite of ours. Instead of having the option to come, his unique attack is three power swords that form a triangle around the character. In order to use swords, not only does the player need to get close to the enemy, but you also need to rotate with quick circular turns to deal damage. This is a unique shmup mechanic, to say the least, with our favorite part of Sister's Roase game. If there's a reason to buy this game and play it, this sword attack is for you.

Needless to say, we can safely conclude this no a game inspired by Touhou. Instead, after doing some background research, we found that the game was a spiritual success for class religion Shikigami castle series – now things are becoming more discreet!

Whenever you update a new shmup like this, it's a great practice to put the right amount of time to participate in a heavy game to get a feel for how many players will win the game, before getting serious about hitting points. With shmup design, the idea is to attract new players internally with a solid (or at least exciting) design, and offer a heavy-duty game that can entice new players to stay around and feed debt after debt by following up. With Sister Royale, even though it seems to put some thought and care into how the beat system works, the game is up against the basics.

While playing, there was something unusual about Sister Royale's expressive style, but not in a fun way. To say that a graphic presentation is outdated would be an understatement. There was some drama in the past that Sister Royale reminded us of, but she took the time to find out. After sitting down and watching the screenshots for about half an hour, the answer finally came: Spyro: Install Dragonfly. Enemy models and designs look like a refined PS1 game. Maybe this is intended in some way, to be inviting and cartoon-like, but the artwork looks cheap and unusual.

Musically, the game also has a problem with lying. No tracks, other than the main menu music, have any kicks or bends. To illustrate this, in one of the best performances of the game, there was a star on stage 2 disabling stage music, but it wasn't until the end of the episode that we realized it was lost. Also, as a visual, the music is not bad or intolerable, but it has a hostile language – like many of those PS1 Spyro knock-off you forgot to play until you started swapping your wardrobe for old games to sell.

The naming of the scale continues this practice. There is nothing deceptive or ridiculous in terms of gameplay; enemy formation and character patterns are effective, but neither are they standing out and giving that shmup Dopamine injection. Aside from the addition of natural hazards such as wind, snow and darkness, these categories are not noticeably different. Also, while the inclusion of these natural hazards is interesting in the sense – because they take advantage of the fact that the player is moving – they no longer hold up well to the game's basic gameplay. Accidents are seen as baseless labeling rather than fully implemented ideas.

In the case of system performance, it is safe to say that the quality of the framework seems strong and consistent, the game is progressing well. However, when it comes to character control, Sister Royale runs into another problem: the installation lag. Quickly, we can say something is off. Dodging characters felt lazy and movement felt like a weakness (anytime no walking in the snow). So, after a thorough examination, we were not surprised to find that the game suffered from six independent lag installations. In general, shmups on the Switch tend to suffer from something much older than PC or PS4 partners. However, compared to its corresponding Shinup shmup peers (on average four frames), Sister Royale takes her time to stir.

Also, it is important to convey that it is not the only thing that a game experience is created or misinterpreted. In the world of shmups, many beloved games have their share of disappointing or silly things, such as the voice acting as Castle of Shikigami games. The problem with Sister Royale, then, is that it has no bend or personality to draw players in, at least to the reminders or the overwhelming satisfaction of removing something that is absurd or ill-thought. Sister Royale is not a bad game, but that's not good. There is a thrill to have its better moments (Selma's swords, basically), but it's not enough to justify the entrance fee. It is not a game that you will regret buying right away, but it is not one you are eagerly awaiting.

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